Platoon Wars Era (Ex-Infantry Wars Era)

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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

ForestDragon wrote:feedback:
1.Attack Hound uses the '.txt' extension, change it to '.cfg'. also, the unit itself isn't used.
2.Gunner doesn't have an attack icon for his primary attack. fix this.
3.MG Nests (on both factions) have no movement types (resistances,defenses,movement costs)
4.Commando still can't use booby traps. same story with Gunners/MG Nests and Medics/Field Hospitals
5.Medic doesn't use a defense animation (shows 'image not found') same goes for terrorist (and maybe soldier?) sniper.
1-Indeed, Attack hounds use a txt version and the unit is not used because they were some sort of idea that came to me after I created booby traps for terrorists. It was going to be some sort of "equivalent" of commandos Booby Traps for army troops, but in the end I decided not to implement the idea. I left the files there just in case I change my mind.
2-Fixed, did not notice my game was using an image files from Zombie Apocalypse. This last big update and I made all attack icons and Gunner attack image was slightly different. :)
3-Fixed, that happened for meddling with movetype names :P.
4-I don't know what might be the issue, they work properly for me.
5-Same as above, all animations work fine for me.

Is anybody else having an issue with animations, Booby Traps, Field Hospitals, etc?
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ForestDragon
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Re: Infantry Wars Era

Post by ForestDragon »

I noticed that the fact that switching between MG Nest/normal mode making the unit able to attack is way too abusable. add this to the filter for the [have_unit] in [set_menu_item]:

Code: Select all

	[not]
		[filter_wml]
			attacks_left=0
		[/filter_wml]
	[/not]
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PapaSmurfReloaded
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Joined: November 17th, 2007, 1:10 pm
Location: Argentina

Re: Infantry Wars Era

Post by PapaSmurfReloaded »

ForestDragon wrote:I noticed that the fact that switching between MG Nest/normal mode making the unit able to attack is way too abusable. add this to the filter for the [have_unit] in [set_menu_item]:

Code: Select all

	[not]
		[filter_wml]
			attacks_left=0
		[/filter_wml]
	[/not]
Fixed in 1.1.8, it was a mistake in CT Gunner/MG Nest.

Thank you for reporting these things. :)
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The_Gnat
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Re: Infantry Wars Era

Post by The_Gnat »

Hello, i have tried your era and i think it is really good. :D I like the terrorist theme ;) Here are some comments:

- I love the unit animations you have made!! Particularly the hand grenade and heat rpg! :D
- As far as military goes it would be more likely that the 'military' would not be using a rpg but instead a law. Of course anyone can use an RPG so it doesn't really matter ;)
- Everyone has the ambush ability which makes it a little un-unique. Perhaps you could give some of the soldiers the concealment ability (hides in villages) and some the nightstalk ability (hides at night) instead.
- Everyone has 0% defense against all weapons. Perhaps you could classify the units with three types of armour:
no armour - faster units with lighter weapons would not have any armour. It would give an advantage against fire and cold but a disadvantage against pierce and blade
light armour - mid-speed units would have this it would give 0% defense against everything
heavy armour - units with more hp and slower speeds would have this. It would give a advantage against pierce and blade and impact but a disadvantage against fire and cold
(this is just an idea and you should feel no obligation to do it. None of the units would actually say "light armour" they just would have resistance to certain things. This then would give a reason to attack units with fire instead of impact or blade... otherwise it doesn't at all matter what 'type' the weapons are)
-The medic kit special ability's description is unclear what it exactly does. The field hospital ability is also unclear. Similarly there is no description for what will happen if you create a hospital with your medic. (i hit the button anyway ;) )
- You said that you didn't want to over-complicate the era with additional units but it might be a good idea to add a scout unit. Either a faster soldier, or a motorcycle would fill this role.
- Also it makes sense that when you throw a hand grenade it disappears but it doesn't inform it to the player. A warning in the description would be nice.
- Also it might be good for the gunner to carry two hand grenades because compared to the assault troop he has less life and melee damage which is not compensated for by the firststrike ability

One final thing is that: one of my favorite parts of wesnoth is that units can advance! Because of this i would strongly encourage you to make at least level 2 advancements for some units. These advancements don't have to be huge, and i would recommend not giving it to every unit but only to units that are not specialists.

And again great era! :D Hopefully this was helpful!
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

Spoiler:
Thanks for the feedback, actually the armor idea of yours is nice and makes sense, I'll take it into account.
Same for the fact healing abilities do not specify how much they heal or what exactly happens with transformations (mostly because I am really lazy at typing).
Currently, units with Molotov and Grenade attack do warn in their descriptions that the grenade is a one time use attack, but indeed its not at plain sight, I can change that. Making Gunners have 2 grenades instead of one is possible too, but I'm not sure if it's a good idea. Indeed they are weaker but they can set up MG Nests which are quite strong.
Gunner and Guerillas were supposed to be the "scout" units. At some point I did consider giving CT the ability to recruit 2 dogs with 7 moves or so(it would work like the Ts Booby Trap, except purely for scouting and low melee damage).
As I said earlier, I'll eventually add advancements other than AMLA, it's just that I'm out of ideas. :lol: Plan B is to just make them stronger and call them "Elite (unit)", etc.

I've got an exam coming up so I don't really when I'll be able to get it all done(maybe today, maybe tomorrow, or maybe in two weeks). :lol:
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

1.1.9 is out:
Level 2 units are here.
Worked a little bit more on faction balance.
Some units, especially on the CT side have more resistance and take less damage.
Snipers and marksmen now can do hit-and-run attacks.
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

Fairly big update.
Units from lvl 1 to 3 with branching paths.
Medics have new animations.

I did not get time to fully look for bugs and stuff so its possible there will be some.
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ForestDragon
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Re: Infantry Wars Era

Post by ForestDragon »

nice to see the era's development's direction! :) looks like there is a lot to talk about. here is some more feedback for you:
1.make Soldier's attack 4-3
2.MG Nest has 2 mp. change it to 1 mp, just for visuals.
3.i know that new sprites are needed for elite unit variants, but i think Squad Leader needs one the most
4.make IW have a second [era] tag with factions that recruit lvl2 (lvl1 after my proposal) and have elite leaders
5.Flag unit shows 'image not found' when defending
6.make terrorist Fighter's ranged attack 5-3
7.make soldier Combat Medic have firststrike
8.make Flag have IW leadership, but decrease all of it's resistances to 10%, and hp to 45
9.make Gunner's Sterling SMG 5-3, and Elite Gunner's Sterling SMG 6-4
10.make Medics cost 13 gold, and Scout/Ambusher cost 14 gold
11.bugreport: medics/scout/ambusher doesn't use their defense animations
12.make CT Solder/T Fighter cost 13 gold (they are really overpriced)
13.i think you should add something to inform the player that a scout/sniper/etc. can hit-and-run, at least mention it the description more clearly. something like 'this unit doesn't lose mp after attacking'
14.Scout's carbine animation's crosshair is sometimes used, and sometimes isn't, and when it it's used, there is no sound for firing. fix this.
15.decrease the exp required for lvl1 medics to advance to 20
16.CT Ranger's Remington XP should have a crosshair animation
17.make combat medics' ranged attacks 5-3
18.increase the exp required for lvl2 units to advance to 40
19.make snipers/rangers/marksmen/hunters have 6 mp
20.make elite variants of grenade-using unit have 2 grenades
21.make IW leadership increase damage by 20%
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ForestDragon
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Re: Infantry Wars Era

Post by ForestDragon »

forget that i said 'lvl1 after my proposal'
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

Well I've adressed some of the bugs mentioned and some others I found.

As for the flag defend animations, it doesn't have any because it is an invisible unit(it doesn't have any animations at all, for the sale of simplicity) it just supposed to stand over Flag terrain graphics.
I tried making units be able to "carry" two grenades, but unless they are separate attacks its buggy. (I tried making Grenade 2 be replaced by Grenade 1, and Grenade 1 just dissapear when used, but when adding the attack, units end up with multiple Grenade 1 attacks, which can be used only once though but it looks bad)

I don't think I'll be making different graphics for level 3 units, at least anytime soon.
I've got exams coming up, so for a week or so I won't be able to work on this.

My next goal is to find a more satisfying balance between factions and units, power weaknesses and price.
Then I might try to make one or two more maps.
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ForestDragon
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Re: Infantry Wars Era

Post by ForestDragon »

PapaSmurfReloaded wrote:As for the flag defend animations, it doesn't have any because it is an invisible unit(it doesn't have any animations at all, for the sale of simplicity) it just supposed to stand over Flag terrain graphics.
the issue is caused by the fact that this macro's image paths are empty. make it use the 'misc/blank-hex.png' image

Code: Select all

{DEFENSE_ANIM "" "" wose-hit.ogg }
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

ForestDragon wrote:
PapaSmurfReloaded wrote:As for the flag defend animations, it doesn't have any because it is an invisible unit(it doesn't have any animations at all, for the sale of simplicity) it just supposed to stand over Flag terrain graphics.
the issue is caused by the fact that this macro's image paths are empty. make it use the 'misc/blank-hex.png' image

Code: Select all

{DEFENSE_ANIM "" "" wose-hit.ogg }
Fixed it.
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The_Gnat
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Re: Infantry Wars Era

Post by The_Gnat »

Great work! I am glad to see this era progressing! (as for the machine gun nests i had no idea about them :mrgreen: , in that case it is fine to not change the handgrenades)
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

The update is finally out!
It includes quite more MP Maps with new Game Modes! Capture the Flag, King of the Hill, Escape, Kill the VIP.
There is also a new way to rescue hostages.

Also, there has been a first attempt to balance units yet there is more work to do.
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PapaSmurfReloaded
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Re: Infantry Wars Era

Post by PapaSmurfReloaded »

Another big update is here!
It's mostly about balancing but also I've made some gameplay changes, to some maps, and there is a new ES Map too.

We will see how it turns out :)
Report any bugs please, if anybody finds one.
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